#include "Material.h" #include "Utilities.h" UINT Material::init(ID3D11Device* pD3DDevice, LPCWSTR textureFileName) { UINT error = 0; error = createVertexShader(pD3DDevice); CheckError(error); error = createPixelShader(pD3DDevice); CheckError(error); error = createMatrixBuffer(pD3DDevice); CheckError(error); error = createTextureAndSamplerState(pD3DDevice, textureFileName); CheckError(error); return 0; } void Material::render(ID3D11DeviceContext* pD3DDeviceContext) { } void Material::deInit() { } void Material::setMatrixBuffer(ID3D11DeviceContext* pD3DDeviceContext, const XMFLOAT4X4& worldMatrix, const XMFLOAT4X4& viewMatrix, const XMFLOAT4X4& projectionMatrix) { } UINT Material::createVertexShader(ID3D11Device* pD3DDevice) { return 0; } UINT Material::createPixelShader(ID3D11Device* pD3DDevice) { return 0; } UINT Material::createInputLayout(ID3D11Device* pD3DDevice, ID3DBlob* pCompiledVertexShaderCode) { return 0; } UINT Material::createMatrixBuffer(ID3D11Device* pD3DDevice) { return 0; } UINT Material::createTextureAndSamplerState(ID3D11Device* pD3DDevice, LPCWSTR textureFileName) { return 0; }